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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Add default star system override option
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@ -35,9 +35,10 @@ namespace NewHorizons
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public static Main Instance { get; private set; }
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// Settings
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public static bool Debug;
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public static bool Debug { get; private set; }
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private static bool _useCustomTitleScreen;
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private static bool _wasConfigured = false;
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private static string _defaultSystemOverride;
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public static Dictionary<string, NewHorizonsSystem> SystemDict = new Dictionary<string, NewHorizonsSystem>();
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public static Dictionary<string, List<NewHorizonsBody>> BodyDict = new Dictionary<string, List<NewHorizonsBody>>();
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@ -84,6 +85,8 @@ namespace NewHorizons
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DebugReload.UpdateReloadButton();
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Logger.UpdateLogLevel(Debug ? Logger.LogType.Log : Logger.LogType.Error);
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_defaultSystemOverride = config.GetSettingsValue<string>("Default System Override");
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var wasUsingCustomTitleScreen = _useCustomTitleScreen;
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_useCustomTitleScreen = config.GetSettingsValue<bool>("Custom title screen");
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// Reload the title screen if this was updated on it
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@ -111,11 +114,14 @@ namespace NewHorizons
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destroyStockPlanets = false
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}
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};
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foreach (AssetBundle bundle in AssetBundles.Values)
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foreach (var pair in AssetBundles)
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{
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bundle.Unload(true);
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if (pair.Value == null) Logger.LogError($"The asset bundle for {pair.Key} was null when trying to unload");
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else pair.Value.Unload(true);
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}
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AssetBundles.Clear();
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if (!resetTranslation) return;
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TranslationHandler.ClearTables();
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TextTranslation.Get().SetLanguage(TextTranslation.Get().GetLanguage());
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@ -182,22 +188,22 @@ namespace NewHorizons
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Logger.Log($"Scene Loaded: {scene.name} {mode}");
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// Set time loop stuff if its enabled and if we're warping to a new place
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if(_isChangingStarSystem && (SystemDict[_currentStarSystem].Config.enableTimeLoop || _currentStarSystem == "SolarSystem") && SecondsLeftInLoop > 0f)
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if (_isChangingStarSystem && (SystemDict[_currentStarSystem].Config.enableTimeLoop || _currentStarSystem == "SolarSystem") && SecondsLeftInLoop > 0f)
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{
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TimeLoop.SetSecondsRemaining(SecondsLeftInLoop);
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// Prevent the OPC from firing
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var launchController = GameObject.FindObjectOfType<OrbitalProbeLaunchController>();
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if(launchController != null)
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if (launchController != null)
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{
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GlobalMessenger<int>.RemoveListener("StartOfTimeLoop", launchController.OnStartOfTimeLoop);
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foreach(var fakeDebris in launchController._fakeDebrisBodies)
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foreach (var fakeDebris in launchController._fakeDebrisBodies)
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{
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fakeDebris.gameObject.SetActive(false);
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}
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launchController.enabled = false;
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}
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var nomaiProbe = GameObject.Find("NomaiProbe_Body");
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if(nomaiProbe != null) nomaiProbe.gameObject.SetActive(false);
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if (nomaiProbe != null) nomaiProbe.gameObject.SetActive(false);
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}
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// Reset this
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@ -210,21 +216,21 @@ namespace NewHorizons
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TitleSceneHandler.DisplayBodyOnTitleScreen(BodyDict.Values.ToList().SelectMany(x => x).ToList());
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}
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if(scene.name == "EyeOfTheUniverse" && IsWarping)
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if (scene.name == "EyeOfTheUniverse" && IsWarping)
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{
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if(_ship != null) SceneManager.MoveGameObjectToScene(_ship, SceneManager.GetActiveScene());
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if (_ship != null) SceneManager.MoveGameObjectToScene(_ship, SceneManager.GetActiveScene());
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_ship.transform.position = new Vector3(50, 0, 0);
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_ship.SetActive(true);
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}
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if(scene.name == "SolarSystem")
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if (scene.name == "SolarSystem")
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{
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foreach(var body in GameObject.FindObjectsOfType<AstroObject>())
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foreach (var body in GameObject.FindObjectsOfType<AstroObject>())
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{
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Logger.Log($"{body.name}, {body.transform.rotation}");
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}
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if(_ship != null)
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if (_ship != null)
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{
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_ship = GameObject.Find("Ship_Body").InstantiateInactive();
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DontDestroyOnLoad(_ship);
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@ -274,7 +280,16 @@ namespace NewHorizons
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else
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{
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// Reset back to original solar system after going to main menu.
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_currentStarSystem = _defaultStarSystem;
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// If the override is a valid system then we go there
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if (SystemDict.Keys.Contains(_defaultSystemOverride))
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{
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_currentStarSystem = _defaultSystemOverride;
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IsWarping = true; // always do this else sometimes the spawn gets messed up
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}
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else
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{
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_currentStarSystem = _defaultStarSystem;
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}
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}
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}
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@ -309,6 +324,12 @@ namespace NewHorizons
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var relativePath = file.Replace(folder, "");
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var starSystemConfig = mod.ModHelper.Storage.Load<StarSystemConfig>(relativePath);
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if (starSystemConfig.startHere)
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{
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// We always want to allow mods to overwrite setting the main SolarSystem as default but not the other way around
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if (name != "SolarSystem") SetDefaultSystem(name);
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}
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var system = new NewHorizonsSystem(name, starSystemConfig, mod);
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SystemDict[name] = system;
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}
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@ -336,7 +357,7 @@ namespace NewHorizons
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LoadTranslations(folder, mod);
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}
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}
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catch(Exception ex)
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catch (Exception ex)
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{
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Logger.LogError($"{ex.Message}, {ex.StackTrace}");
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}
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@ -380,15 +401,13 @@ namespace NewHorizons
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if (config.Base.CenterOfSolarSystem) config.Orbit.IsStatic = true;
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if (!SystemDict.ContainsKey(config.StarSystem))
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{
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// See if theres a star system config
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// Since we didn't load it earlier there shouldn't be a star system config
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var starSystemConfig = mod.ModHelper.Storage.Load<StarSystemConfig>($"systems/{config.StarSystem}.json");
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if (starSystemConfig == null) starSystemConfig = new StarSystemConfig(null);
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else Logger.Log($"Loaded system config for {config.StarSystem}");
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else Logger.LogWarning($"Loaded system config for {config.StarSystem}. Why wasn't this loaded earlier?");
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var system = new NewHorizonsSystem(config.StarSystem, starSystemConfig, mod);
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if (system.Config.startHere) SetDefaultSystem(system.Name);
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SystemDict.Add(config.StarSystem, system);
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BodyDict.Add(config.StarSystem, new List<NewHorizonsBody>());
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@ -420,7 +439,7 @@ namespace NewHorizons
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OnChangeStarSystem?.Invoke(newStarSystem);
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Logger.Log($"Warping to {newStarSystem}");
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if(warp && _shipWarpController) _shipWarpController.WarpOut();
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if (warp && _shipWarpController) _shipWarpController.WarpOut();
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_currentStarSystem = newStarSystem;
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_isChangingStarSystem = true;
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IsWarping = warp;
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@ -429,7 +448,7 @@ namespace NewHorizons
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// We kill them so they don't move as much
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Locator.GetDeathManager().KillPlayer(DeathType.Meditation);
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if(newStarSystem == "EyeOfTheUniverse")
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if (newStarSystem == "EyeOfTheUniverse")
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{
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PlayerData.SaveWarpedToTheEye(TimeLoop.GetSecondsRemaining());
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LoadManager.LoadSceneAsync(OWScene.EyeOfTheUniverse, true, LoadManager.FadeType.ToBlack, 0.1f, true);
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@ -446,7 +465,17 @@ namespace NewHorizons
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// We reset the solar system on death (unless we just killed the player)
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if (!_isChangingStarSystem)
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{
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_currentStarSystem = _defaultStarSystem;
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// If the override is a valid system then we go there
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if (SystemDict.Keys.Contains(_defaultSystemOverride))
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{
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_currentStarSystem = _defaultSystemOverride;
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IsWarping = true; // always do this else sometimes the spawn gets messed up
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}
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else
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{
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_currentStarSystem = _defaultStarSystem;
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}
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IsWarping = false;
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}
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}
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